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/**
 * @license
 * SPDX-License-Identifier: Apache-2.0
 */

import * as THREE from "three";
import { Projectile, WeaponType } from "../../types";
import { LOCAL_FORWARD } from "../math";
import { VolumetricFire } from "../rendering/VolumetricFire";

function disposeMaterial(m: THREE.Material | THREE.Material[]) {
  if (Array.isArray(m)) {
    m.forEach(x => x.dispose());
  } else if (m && typeof m.dispose === "function") {
    m.dispose();
  }
}

export interface SmokeParticle {
  pos: THREE.Vector3;
  vel: THREE.Vector3;
  baseScale: THREE.Vector3;
  currentScale: number;
  scaleSpeed: number;
  color: number;
  life: number;
  maxLife: number;
}

export interface ExplosionBlob {
  pos: THREE.Vector3;
  vel: THREE.Vector3;
  baseScale: THREE.Vector3;
  shrinkSpeed: number;
  color: number;
  life: number;
}

export class ParticleEffectsManager {
  private scene: THREE.Scene;

  public smokeParticles: SmokeParticle[] = [];
  public explosionBlobs: ExplosionBlob[] = [];
  public volumeFires: { fire: VolumetricFire, life: number }[] = [];

  public listProjectiles: {
    bulletId: string;
    type: Projectile["type"];
    age: number;
    color: number;
    isRocket: boolean;
    bombMesh?: THREE.Group;
  }[] = [];

  public bulletInstMesh: THREE.InstancedMesh | null = null;
  public rocketInstMesh: THREE.InstancedMesh | null = null;
  public smokeInstMesh: THREE.InstancedMesh | null = null;
  public explosionInstMesh: THREE.InstancedMesh | null = null;

  private readonly MAX_SMOKE = 2000;
  private readonly MAX_EXPLOSION = 1000;

  private readonly _projDummy = new THREE.Object3D();
  private readonly _projColor = new THREE.Color();
  private readonly _velDir = new THREE.Vector3();
  private readonly _toCamera = new THREE.Vector3();
  private readonly _toCamPerp = new THREE.Vector3();
  private readonly _planeNormal = new THREE.Vector3();
  private readonly _cross = new THREE.Vector3();
  private readonly _billboardQ = new THREE.Quaternion();
  private readonly _baseQ = new THREE.Quaternion();

  constructor(scene: THREE.Scene) {
    this.scene = scene;
    this.initInstancedMeshes();
  }

  private initInstancedMeshes() {
    const geo = new THREE.BoxGeometry(1, 1, 1);
    
    // Smoke instanced mesh
    const smokeMat = new THREE.MeshBasicMaterial({
      color: 0xffffff,
      transparent: true,
      opacity: 0.45,
      vertexColors: true
    });
    this.smokeInstMesh = new THREE.InstancedMesh(geo, smokeMat, this.MAX_SMOKE);
    const smokeColors = new Float32Array(this.MAX_SMOKE * 3);
    smokeColors.fill(1);
    this.smokeInstMesh.instanceColor = new THREE.InstancedBufferAttribute(smokeColors, 3);
    this.smokeInstMesh.count = 0;
    this.scene.add(this.smokeInstMesh);

    // Explosion instanced mesh
    const expMat = new THREE.MeshBasicMaterial({
      color: 0xffffff,
      transparent: true,
      opacity: 0.8,
      vertexColors: true
    });
    this.explosionInstMesh = new THREE.InstancedMesh(geo.clone(), expMat, this.MAX_EXPLOSION);
    const expColors = new Float32Array(this.MAX_EXPLOSION * 3);
    expColors.fill(1);
    this.explosionInstMesh.instanceColor = new THREE.InstancedBufferAttribute(expColors, 3);
    this.explosionInstMesh.count = 0;
    this.scene.add(this.explosionInstMesh);
  }

  public createSmokeTail(x: number, y: number, z: number, colorHex: number = 0x64748b, scale: number = 1.0) {
    const rx = 1.2 + Math.random() * 1.2;
    const ry = 1.2 + Math.random() * 1.2;
    const rz = 1.2 + Math.random() * 1.2;
    const baseScale = new THREE.Vector3(rx * scale, ry * scale, rz * scale);

    if (this.smokeParticles.length >= this.MAX_SMOKE) {
      this.smokeParticles.shift(); // Remove oldest
    }

    const life = 1.0 + Math.random() * 1.5;
    this.smokeParticles.push({
      pos: new THREE.Vector3(x, y, z),
      vel: new THREE.Vector3(
        (Math.random() - 0.5) * 6,
        3 + Math.random() * 4,
        (Math.random() - 0.5) * 6
      ),
      baseScale,
      currentScale: 1.0,
      scaleSpeed: 1.4 * scale,
      color: colorHex,
      life,
      maxLife: life
    });
  }

  public triggerExplosion(x: number, y: number, z: number, sizeMultiplier: number = 1.0) {
    const shardCount = Math.floor(16 * sizeMultiplier);
    const colors = [0xef4444, 0xf97316, 0xeab308, 0x475569];
    
    // Add volumetric fire for the explosion
    const volFire = new VolumetricFire();
    volFire.mesh.position.set(x, y, z);
    volFire.mesh.scale.set(sizeMultiplier, sizeMultiplier, sizeMultiplier);
    this.scene.add(volFire.mesh);
    this.volumeFires.push({ fire: volFire, life: 1.5 });

    for (let i = 0; i < shardCount; i++) {
      const rx = 1.0 + Math.random() * 2 * sizeMultiplier;
      const ry = 1.0 + Math.random() * 2 * sizeMultiplier;
      const rz = 1.0 + Math.random() * 2 * sizeMultiplier;
      const baseScale = new THREE.Vector3(rx, ry, rz);

      if (this.explosionBlobs.length >= this.MAX_EXPLOSION) {
        this.explosionBlobs.shift(); // Remove oldest
      }

      this.explosionBlobs.push({
        pos: new THREE.Vector3(x, y, z),
        vel: new THREE.Vector3(
          (Math.random() - 0.5) * 50 * sizeMultiplier,
          (Math.random() - 0.3) * 40 * sizeMultiplier,
          (Math.random() - 0.5) * 50 * sizeMultiplier
        ),
        baseScale,
        shrinkSpeed: 0.8 / sizeMultiplier,
        color: colors[Math.floor(Math.random() * colors.length)],
        life: 0.6 + Math.random() * 0.9
      });
    }
  }

  public updateParticles(dt: number) {
    // 1. Update smoke particles
    for (let i = this.smokeParticles.length - 1; i >= 0; i--) {
      const p = this.smokeParticles[i];
      p.life -= dt;
      if (p.life <= 0) {
        this.smokeParticles.splice(i, 1);
        continue;
      }
      p.pos.addScaledVector(p.vel, dt);
    }
    
    // Update Volume Fires
    for (let i = this.volumeFires.length - 1; i >= 0; i--) {
      const vf = this.volumeFires[i];
      vf.life -= dt;
      if (vf.life <= 0) {
        this.scene.remove(vf.fire.mesh);
        vf.fire.mesh.geometry.dispose();
        (vf.fire.mesh.material as THREE.Material).dispose();
        this.volumeFires.splice(i, 1);
      }
    }

    // 2. Update explosion blobs
    for (let i = this.explosionBlobs.length - 1; i >= 0; i--) {
      const e = this.explosionBlobs[i];
      e.life -= dt;
      e.pos.addScaledVector(e.vel, dt);

      const shrink = e.shrinkSpeed * dt;
      e.baseScale.x = Math.max(0, e.baseScale.x - shrink);
      e.baseScale.y = Math.max(0, e.baseScale.y - shrink);
      e.baseScale.z = Math.max(0, e.baseScale.z - shrink);

      if (e.baseScale.x <= 0.05 || e.life <= 0) {
        this.explosionBlobs.splice(i, 1);
      }
    }

    // 3. Sync matrices and colors for smokeInstMesh
    if (this.smokeInstMesh) {
      let count = 0;
      for (let i = 0; i < this.smokeParticles.length; i++) {
        if (count >= this.MAX_SMOKE) break;
        const p = this.smokeParticles[i];

        // Grow, then shrink/fade in the last 30% of life
        const ageNorm = 1.0 - (p.life / p.maxLife);
        let scaleFactor = 1.0;
        if (ageNorm < 0.7) {
          p.currentScale += p.scaleSpeed * dt;
          scaleFactor = p.currentScale;
        } else {
          const shrinkFactor = (1.0 - ageNorm) / 0.3;
          scaleFactor = p.currentScale * Math.max(0, shrinkFactor);
        }

        this._projDummy.position.copy(p.pos);
        this._projDummy.quaternion.set(0, 0, 0, 1); // Identity rotation
        this._projDummy.scale.copy(p.baseScale).multiplyScalar(scaleFactor);
        this._projDummy.updateMatrix();

        this.smokeInstMesh.setMatrixAt(count, this._projDummy.matrix);
        this._projColor.setHex(p.color);
        this.smokeInstMesh.setColorAt(count, this._projColor);
        count++;
      }
      this.smokeInstMesh.count = count;
      this.smokeInstMesh.instanceMatrix.needsUpdate = true;
      if (this.smokeInstMesh.instanceColor) this.smokeInstMesh.instanceColor.needsUpdate = true;
    }

    // 4. Sync matrices and colors for explosionInstMesh
    if (this.explosionInstMesh) {
      let count = 0;
      for (let i = 0; i < this.explosionBlobs.length; i++) {
        if (count >= this.MAX_EXPLOSION) break;
        const e = this.explosionBlobs[i];

        this._projDummy.position.copy(e.pos);
        this._projDummy.quaternion.set(0, 0, 0, 1); // Identity rotation
        this._projDummy.scale.copy(e.baseScale);
        this._projDummy.updateMatrix();

        this.explosionInstMesh.setMatrixAt(count, this._projDummy.matrix);
        this._projColor.setHex(e.color);
        this.explosionInstMesh.setColorAt(count, this._projColor);
        count++;
      }
      this.explosionInstMesh.count = count;
      this.explosionInstMesh.instanceMatrix.needsUpdate = true;
      if (this.explosionInstMesh.instanceColor) this.explosionInstMesh.instanceColor.needsUpdate = true;
    }
  }

  public syncProjectiles(projectiles: Projectile[], playerPilotId: string, camera: THREE.Camera, dt: number) {
    if (!this.bulletInstMesh) {
      // PlaneGeometry oriented along Z so the tracer length runs with the velocity vector.
      // rotateX(-PI/2) maps the plane's original Y axis (height) to +Z and makes the surface
      // normal point along +Y, which the per-bullet billboard rotation then steers toward the camera.
      const geo = new THREE.PlaneGeometry(0.52, 16.8);
      geo.rotateX(-Math.PI / 2);
      const mat = new THREE.MeshBasicMaterial({ color: 0xffffff, vertexColors: true, side: THREE.DoubleSide });
      this.bulletInstMesh = new THREE.InstancedMesh(geo, mat, 2000);
      const bulletColors = new Float32Array(2000 * 3);
      bulletColors.fill(1);
      this.bulletInstMesh.instanceColor = new THREE.InstancedBufferAttribute(bulletColors, 3);
      this.bulletInstMesh.frustumCulled = false;
      this.scene.add(this.bulletInstMesh);
    }
    if (!this.rocketInstMesh) {
      const geo = new THREE.PlaneGeometry(1.2, 42);
      geo.rotateX(-Math.PI / 2);
      const mat = new THREE.MeshBasicMaterial({ color: 0xffffff, vertexColors: true, side: THREE.DoubleSide });
      this.rocketInstMesh = new THREE.InstancedMesh(geo, mat, 200);
      const rocketColors = new Float32Array(200 * 3);
      rocketColors.fill(1);
      this.rocketInstMesh.instanceColor = new THREE.InstancedBufferAttribute(rocketColors, 3);
      this.rocketInstMesh.frustumCulled = false;
      this.scene.add(this.rocketInstMesh);
    }

    const activeBullets = new Set<string>();
    for (const p of projectiles) {
      activeBullets.add(p.id);
      let pEntry = this.listProjectiles.find(e => e.bulletId === p.id);
      if (!pEntry) {
        let color = 0xfffaed;
        if (String(p.belt) === "Tracer") color = 0xff3300;
        if (String(p.belt) === "Incendiary") color = 0xeab308;
        if (String(p.belt) === "Armor-Piercing") color = 0x22c55e;
        if (String(p.belt) === "Stealth") color = 0x111827;
        if (p.ownerId === playerPilotId) color = 0xffd700;

        let bombMesh: THREE.Group | undefined;
        if (p.type === WeaponType.BOMB) {
          bombMesh = new THREE.Group();
          bombMesh.name = "bomb-projectile";
          const bodyMat = new THREE.MeshLambertMaterial({ color: 0x3f3f32, flatShading: true });
          const bandMat = new THREE.MeshBasicMaterial({ color: 0xd6a11d });
          const finMat = new THREE.MeshLambertMaterial({ color: 0x25251f, flatShading: true });
          const body = new THREE.Mesh(new THREE.CylinderGeometry(0.38, 0.38, 1.8, 8), bodyMat);
          body.rotation.x = Math.PI / 2;
          bombMesh.add(body);
          const nose = new THREE.Mesh(new THREE.ConeGeometry(0.38, 0.72, 8), bodyMat);
          nose.rotation.x = Math.PI / 2;
          nose.position.z = 1.22;
          bombMesh.add(nose);
          const band = new THREE.Mesh(new THREE.CylinderGeometry(0.41, 0.41, 0.14, 8), bandMat);
          band.rotation.x = Math.PI / 2;
          band.position.z = 0.35;
          bombMesh.add(band);
          for (const rz of [0, Math.PI / 2]) {
            const fin = new THREE.Mesh(new THREE.BoxGeometry(1.05, 0.1, 0.62), finMat);
            fin.rotation.z = rz;
            fin.position.z = -1.08;
            bombMesh.add(fin);
          }
          this.scene.add(bombMesh);
        }

        pEntry = { bulletId: p.id, type: p.type, age: 0, color, isRocket: p.isRocket ?? false, bombMesh };
        this.listProjectiles.push(pEntry);
      }
      pEntry.age += dt;
    }

    for (let i = this.listProjectiles.length - 1; i >= 0; i--) {
      const entry = this.listProjectiles[i];
      if (!activeBullets.has(entry.bulletId)) {
        if (entry.bombMesh) {
          this.scene.remove(entry.bombMesh);
          entry.bombMesh.traverse(child => {
            if (!(child instanceof THREE.Mesh)) return;
            child.geometry.dispose();
            disposeMaterial(child.material);
          });
        }
        this.listProjectiles.splice(i, 1);
      }
    }

    let bi = 0,
      ri = 0;
    for (const p of projectiles) {
      const entry = this.listProjectiles.find(e => e.bulletId === p.id);
      if (!entry) continue;

      this._velDir.set(p.vx, p.vy, p.vz);
      const hasVel = this._velDir.lengthSq() > 0;
      if (hasVel) this._velDir.normalize();

      if (hasVel) {
        this._baseQ.setFromUnitVectors(LOCAL_FORWARD.clone(), this._velDir);
      } else {
        this._baseQ.identity();
      }

      if (entry.bombMesh) {
        entry.bombMesh.position.set(p.x, p.y, p.z);
        entry.bombMesh.quaternion.copy(this._baseQ);
        entry.bombMesh.rotateOnAxis(LOCAL_FORWARD, entry.age * 4.2);
        continue;
      }

      // Billboard rotation: rotate the plane around the velocity axis so its normal
      // always faces the camera, making the tracer visible from all angles.
      let finalQ = this._baseQ;
      if (hasVel) {
        this._toCamera.set(
          camera.position.x - p.x,
          camera.position.y - p.y,
          camera.position.z - p.z
        );
        const along = this._toCamera.dot(this._velDir);
        this._toCamPerp.copy(this._toCamera).addScaledVector(this._velDir, -along);
        const perpLen = this._toCamPerp.length();
        if (perpLen > 0.001) {
          this._toCamPerp.divideScalar(perpLen);
          // After baseQ the plane surface normal is local +Y (see geometry comment above)
          this._planeNormal.set(0, 1, 0).applyQuaternion(this._baseQ);
          this._cross.crossVectors(this._planeNormal, this._toCamPerp);
          const sinAngle = this._cross.dot(this._velDir);
          const cosAngle = this._planeNormal.dot(this._toCamPerp);
          this._billboardQ.setFromAxisAngle(this._velDir, Math.atan2(sinAngle, cosAngle));
          finalQ = this._billboardQ.multiply(this._baseQ);
        }
      }

      this._projDummy.position.set(p.x, p.y, p.z);
      this._projDummy.quaternion.copy(finalQ);
      this._projDummy.updateMatrix();
      this._projColor.setHex(entry.color);

      if (entry.isRocket && ri < 200) {
        this.rocketInstMesh.setMatrixAt(ri, this._projDummy.matrix);
        this.rocketInstMesh.setColorAt(ri, this._projColor);
        ri++;
        // Exhaust smoke emitted every ~3 frames at the rocket tail
        if (Math.random() < 0.33 && hasVel) {
          const tailX = p.x - this._velDir.x * 2.5;
          const tailY = p.y - this._velDir.y * 2.5;
          const tailZ = p.z - this._velDir.z * 2.5;
          this.createSmokeTail(tailX, tailY, tailZ, 0xb0b8c8, 0.55);
        }
      } else if (!entry.isRocket && bi < 2000) {
        this.bulletInstMesh.setMatrixAt(bi, this._projDummy.matrix);
        this.bulletInstMesh.setColorAt(bi, this._projColor);
        bi++;
      }
    }

    this.bulletInstMesh.count = bi;
    this.bulletInstMesh.instanceMatrix.needsUpdate = true;
    if (this.bulletInstMesh.instanceColor) this.bulletInstMesh.instanceColor.needsUpdate = true;

    this.rocketInstMesh.count = ri;
    this.rocketInstMesh.instanceMatrix.needsUpdate = true;
    if (this.rocketInstMesh.instanceColor) this.rocketInstMesh.instanceColor.needsUpdate = true;
  }

  public dispose() {
    for (const entry of this.listProjectiles) {
      if (entry.bombMesh) {
        this.scene.remove(entry.bombMesh);
        entry.bombMesh.traverse(child => {
          if (!(child instanceof THREE.Mesh)) return;
          child.geometry.dispose();
          disposeMaterial(child.material);
        });
      }
    }
    this.listProjectiles = [];

    if (this.bulletInstMesh) {
      this.scene.remove(this.bulletInstMesh);
      this.bulletInstMesh.geometry.dispose();
      (this.bulletInstMesh.material as THREE.Material).dispose();
      this.bulletInstMesh = null;
    }
    if (this.rocketInstMesh) {
      this.scene.remove(this.rocketInstMesh);
      this.rocketInstMesh.geometry.dispose();
      (this.rocketInstMesh.material as THREE.Material).dispose();
      this.rocketInstMesh = null;
    }
    if (this.smokeInstMesh) {
      this.scene.remove(this.smokeInstMesh);
      this.smokeInstMesh.geometry.dispose();
      (this.smokeInstMesh.material as THREE.Material).dispose();
      this.smokeInstMesh = null;
    }
    if (this.explosionInstMesh) {
      this.scene.remove(this.explosionInstMesh);
      this.explosionInstMesh.geometry.dispose();
      (this.explosionInstMesh.material as THREE.Material).dispose();
      this.explosionInstMesh = null;
    }

    this.smokeParticles = [];
    this.explosionBlobs = [];
  }
}